Rogue: Difference between revisions

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Trained in the use of all sorts of weaponry and with a keen eye for treasure, your skills as a Marauder make you a terror wherever there is something of value ripe for the taking. These warriors trade deceit and precise maneuvers for pure power and brutal efficiency.
Trained in the use of all sorts of weaponry and with a keen eye for treasure, your skills as a Marauder make you a terror wherever there is something of value ripe for the taking. These warriors trade deceit and precise maneuvers for pure power and brutal efficiency.
Marauders may travel the land as mounted raiders, or pillage the coasts on fast longships, making use of mobility and brutality to always strike where the rewards are greatest. Many pirates, raiders, and bandits follow this archetype, wandering land and sea in search of wealth or glory.
Marauders may travel the land as mounted raiders, or pillage the coasts on fast longships, making use of mobility and brutality to always strike where the rewards are greatest. Many pirates, raiders, and bandits follow this archetype, wandering land and sea in search of wealth or glory.
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''' Marauder Training.''' When you choose this archetype at 3rd level, you gain proficiency with water vehicles, medium armor, shields, and martial weapons.
==== Marauder Training ====
Additionally, you can apply the extra damage from your Sneak Attack to attacks made with any weapon you are proficient with, not just finesse or ranged weapons.
''3rd Level Ace Marauder Feature''<br>
You gain Proficiency with Aquatic Vehicles, Medium Armor, Shields, and Martial Weapons.<br>
You can use your Sneak Attack feature even if the Attack was not made with a Finesse or Ranged Weapon.
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'''Smash and Grab.''' Also at 3rd level, you learn techniques to break down barriers that stand between you and your treasures. You can apply the extra damage from your Sneak Attack to any attack made against an object, even if you don’t have advantage on the attack roll.
==== Smash and Grab ====
''3rd Level Ace Marauder Feature''<br>
You learn techniques to break down barriers that stand between you and your treasures. You gain a new condition for your Sneak Attack feature:
*You hit an object.
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'''Brutal Coercion.''' At 9th level, you can use the bonus action granted by your Cunning Action to make a Charisma (Intimidation) check against a frightened creature you can see within 30 feet of you, contested by the target’s Wisdom (Insight) check, provided the target can see or hear you. If your check succeeds, the target drops the object you choose, which lands at its feet.
==== Brutal Coercion ====
''9th Level Ace Marauder Feature''<br>
You can use a to make a Strength or Charisma (Intimidation) Check against a Frightened creature you can see within 30ft of you, contested by the target’s Wisdom (Insight) Check, provided the target can see or hear you. If your check succeeds, the target drops an object you choose, which lands at its feet.
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'''Frenzied Blows.''' Starting at 13th, you learn to swing brutally. Once on each of your turns, when you hit on an attack which you had advantage on, you can make an additional attack.
==== Frenzied Blows ====
''13th Level Ace Marauder Feature''<br>
You learn to swing brutally. Once on each of your turns, when you hit with an Attack you had Advantage on, you can make a single Attack as a Free Action.
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'''Terror Strike.''' Beginning at 17th level, you can turn the brutality of combat into a tool to terrify your foes. Once per turn when you hit a creature with a weapon attack, you can choose a creature that you can see within 30 feet of you. If the target can see you, it must succeed on a Wisdom saving throw or become frightened until the start of your next turn. The DC for this saving throw is equal to half the damage you dealt with the attack.
==== Terror Strike ====
''17th Level Ace Marauder Feature''<br>
You can turn the brutality of combat into a tool to terrify your foes. Once per turn when you hit a creature with a Weapon Attack, you can choose a creature that you can see within 30ft of you. If the target can see you, it must succeed on a Wisdom Saving Throw or become Frightened of you until the start of your next turn. The DC for this saving throw is equal to half the Damage you dealt with the Attack.
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== Ace Mastermind ==
== Ace Mastermind ==